Core/Spells: Implement using different difficulty data from all spell related db2s, not just SpellEffect and SpellPower
Port From (https://github.com/TrinityCore/TrinityCore/commit/c7306439e7004288fb85890d6a5f730cf1761d71)
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@@ -275,7 +275,7 @@ namespace Game.Combat
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threat *= threatEntry.pctMod;
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// Energize is not affected by Mods
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foreach (SpellEffectInfo effect in threatSpell.GetEffectsForDifficulty(hatedUnit.GetMap().GetDifficultyID()))
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foreach (SpellEffectInfo effect in threatSpell.GetEffects())
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if (effect != null && (effect.Effect == SpellEffectName.Energize || effect.ApplyAuraName == AuraType.PeriodicEnergize))
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return threat;
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